(svn r10923) -Codechange: use 'real' exception handling in saveload code

pull/155/head
glx 17 years ago
parent bb1d0dbfb1
commit 857eecdc90

@ -27,7 +27,6 @@
#include "variables.h"
#include "table/strings.h"
#include "strings.h"
#include <setjmp.h>
#include <list>
extern const uint16 SAVEGAME_VERSION = 73;
@ -68,7 +67,6 @@ static struct {
void (*excpt_uninit)(); ///< the function to execute on any encountered error
StringID error_str; ///< the translateable error message to show
char *extra_msg; ///< the error message
jmp_buf excpt; ///< @todo used to jump to "exception handler"; really ugly
} _sl;
@ -143,7 +141,7 @@ static void NORETURN SlError(StringID string, const char *extra_msg = NULL)
_sl.error_str = string;
free(_sl.extra_msg);
_sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg);
longjmp(_sl.excpt, 0);
throw std::exception();
}
/** Read in a single byte from file. If the temporary buffer is full,
@ -1521,9 +1519,42 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
uint32 hdr[2];
_sl.excpt_uninit = NULL;
/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
* loading/saving execute a longjmp() and continue execution here */
if (setjmp(_sl.excpt)) {
try {
fmt = GetSavegameFormat(_savegame_format);
/* We have written our stuff to memory, now write it to file! */
hdr[0] = fmt->tag;
hdr[1] = TO_BE32(SAVEGAME_VERSION << 16);
if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
if (!fmt->init_write()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
{
uint i;
uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS;
assert(_ts.count == _sl.offs_base);
for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) {
_sl.buf = _Savegame_pool.blocks[i];
fmt->writer(count);
}
/* The last block is (almost) always not fully filled, so only write away
* as much data as it is in there */
_sl.buf = _Savegame_pool.blocks[i];
fmt->writer(_ts.count - (i * count));
}
fmt->uninit_write();
assert(_ts.count == _sl.offs_base);
GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
fclose(_sl.fh);
if (threaded) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
return SL_OK;
}
catch (...) {
AbortSaveLoad();
if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
@ -1537,40 +1568,6 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
}
return SL_ERROR;
}
fmt = GetSavegameFormat(_savegame_format);
/* We have written our stuff to memory, now write it to file! */
hdr[0] = fmt->tag;
hdr[1] = TO_BE32(SAVEGAME_VERSION << 16);
if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
if (!fmt->init_write()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
{
uint i;
uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS;
assert(_ts.count == _sl.offs_base);
for (i = 0; i != _Savegame_pool.GetBlockCount() - 1; i++) {
_sl.buf = _Savegame_pool.blocks[i];
fmt->writer(count);
}
/* The last block is (almost) always not fully filled, so only write away
* as much data as it is in there */
_sl.buf = _Savegame_pool.blocks[i];
fmt->writer(_ts.count - (i * count));
}
fmt->uninit_write();
assert(_ts.count == _sl.offs_base);
GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
fclose(_sl.fh);
if (threaded) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
return SL_OK;
}
static void* SaveFileToDiskThread(void *arg)
@ -1616,140 +1613,139 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
return SL_OK;
}
/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
* loading/saving execute a longjmp() and continue execution here */
_sl.excpt_uninit = NULL;
if (setjmp(_sl.excpt)) {
AbortSaveLoad();
/* deinitialize compressor. */
if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
try {
_sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
/* Skip the "color" character */
ShowInfoF(GetSaveLoadErrorString() + 3);
/* Make it a little easier to load savegames from the console */
if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR);
if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR);
/* A saver/loader exception!! reinitialize all variables to prevent crash! */
return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR;
}
_sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
/* Make it a little easier to load savegames from the console */
if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR);
if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR);
if (_sl.fh == NULL) {
SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
}
if (_sl.fh == NULL) {
SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
}
_sl.bufe = _sl.bufp = NULL;
_sl.offs_base = 0;
_sl.save = (mode != 0);
_sl.includes = _desc_includes;
_sl.chs = _chunk_handlers;
/* General tactic is to first save the game to memory, then use an available writer
* to write it to file, either in threaded mode if possible, or single-threaded */
if (mode == SL_SAVE) { /* SAVE game */
fmt = GetSavegameFormat("memory"); // write to memory
_sl.write_bytes = fmt->writer;
_sl.excpt_uninit = fmt->uninit_write;
if (!fmt->init_write()) {
DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name);
return AbortSaveLoad();
}
_sl.bufe = _sl.bufp = NULL;
_sl.offs_base = 0;
_sl.save = (mode != 0);
_sl.includes = _desc_includes;
_sl.chs = _chunk_handlers;
/* General tactic is to first save the game to memory, then use an available writer
* to write it to file, either in threaded mode if possible, or single-threaded */
if (mode == SL_SAVE) { /* SAVE game */
fmt = GetSavegameFormat("memory"); // write to memory
_sl.write_bytes = fmt->writer;
_sl.excpt_uninit = fmt->uninit_write;
if (!fmt->init_write()) {
DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name);
return AbortSaveLoad();
}
_sl_version = SAVEGAME_VERSION;
_sl_version = SAVEGAME_VERSION;
BeforeSaveGame();
SlSaveChunks();
SlWriteFill(); // flush the save buffer
BeforeSaveGame();
SlSaveChunks();
SlWriteFill(); // flush the save buffer
SaveFileStart();
if (_network_server ||
(save_thread = OTTDCreateThread(&SaveFileToDiskThread, NULL)) == NULL) {
if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
SaveFileStart();
if (_network_server ||
(save_thread = OTTDCreateThread(&SaveFileToDiskThread, NULL)) == NULL) {
if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
SaveOrLoadResult result = SaveFileToDisk(false);
SaveFileDone();
SaveOrLoadResult result = SaveFileToDisk(false);
SaveFileDone();
return result;
}
} else { /* LOAD game */
assert(mode == SL_LOAD);
#ifdef DEBUG_DUMP_COMMANDS
debug_dump_commands("ddc:load:%s\n", filename);
#endif /* DUMP_COMMANDS */
if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
/* see if we have any loader for this type. */
for (fmt = _saveload_formats; ; fmt++) {
/* No loader found, treat as version 0 and use LZO format */
if (fmt == endof(_saveload_formats)) {
DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
#if defined(WINCE)
/* Of course some system had not to support rewind ;) */
fseek(_sl.fh, 0L, SEEK_SET);
clearerr(_sl.fh);
#else
rewind(_sl.fh);
#endif
_sl_version = 0;
_sl_minor_version = 0;
fmt = _saveload_formats + 1; // LZO
break;
}
return result;
}
} else { /* LOAD game */
assert(mode == SL_LOAD);
#ifdef DEBUG_DUMP_COMMANDS
debug_dump_commands("ddc:load:%s\n", filename);
#endif /* DUMP_COMMANDS */
if (fmt->tag == hdr[0]) {
/* check version number */
_sl_version = TO_BE32(hdr[1]) >> 16;
/* Minor is not used anymore from version 18.0, but it is still needed
* in versions before that (4 cases) which can't be removed easy.
* Therefor it is loaded, but never saved (or, it saves a 0 in any scenario).
* So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */
_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
/* see if we have any loader for this type. */
for (fmt = _saveload_formats; ; fmt++) {
/* No loader found, treat as version 0 and use LZO format */
if (fmt == endof(_saveload_formats)) {
DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
#if defined(WINCE)
/* Of course some system had not to support rewind ;) */
fseek(_sl.fh, 0L, SEEK_SET);
clearerr(_sl.fh);
#else
rewind(_sl.fh);
#endif
_sl_version = 0;
_sl_minor_version = 0;
fmt = _saveload_formats + 1; // LZO
break;
/* Is the version higher than the current? */
if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
break;
}
}
if (fmt->tag == hdr[0]) {
/* check version number */
_sl_version = TO_BE32(hdr[1]) >> 16;
/* Minor is not used anymore from version 18.0, but it is still needed
* in versions before that (4 cases) which can't be removed easy.
* Therefor it is loaded, but never saved (or, it saves a 0 in any scenario).
* So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */
_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
_sl.read_bytes = fmt->reader;
_sl.excpt_uninit = fmt->uninit_read;
DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
/* loader for this savegame type is not implemented? */
if (fmt->init_read == NULL) {
char err_str[64];
snprintf(err_str, lengthof(err_str), "Loader for '%s' is not available.", fmt->name);
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
}
/* Is the version higher than the current? */
if (_sl_version > SAVEGAME_VERSION) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
break;
if (!fmt->init_read()) {
char err_str[64];
snprintf(err_str, lengthof(err_str), "Initializing loader '%s' failed", fmt->name);
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
}
}
_sl.read_bytes = fmt->reader;
_sl.excpt_uninit = fmt->uninit_read;
/* Old maps were hardcoded to 256x256 and thus did not contain
* any mapsize information. Pre-initialize to 256x256 to not to
* confuse old games */
InitializeGame(IG_DATE_RESET, 256, 256);
/* loader for this savegame type is not implemented? */
if (fmt->init_read == NULL) {
char err_str[64];
snprintf(err_str, lengthof(err_str), "Loader for '%s' is not available.", fmt->name);
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
}
SlLoadChunks();
fmt->uninit_read();
fclose(_sl.fh);
if (!fmt->init_read()) {
char err_str[64];
snprintf(err_str, lengthof(err_str), "Initializing loader '%s' failed", fmt->name);
SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
/* After loading fix up savegame for any internal changes that
* might've occured since then. If it fails, load back the old game */
if (!AfterLoadGame()) return SL_REINIT;
}
/* Old maps were hardcoded to 256x256 and thus did not contain
* any mapsize information. Pre-initialize to 256x256 to not to
* confuse old games */
InitializeGame(IG_DATE_RESET, 256, 256);
return SL_OK;
}
catch (...) {
AbortSaveLoad();
SlLoadChunks();
fmt->uninit_read();
fclose(_sl.fh);
/* deinitialize compressor. */
if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
/* After loading fix up savegame for any internal changes that
* might've occured since then. If it fails, load back the old game */
if (!AfterLoadGame()) return SL_REINIT;
}
/* Skip the "color" character */
ShowInfoF(GetSaveLoadErrorString() + 3);
return SL_OK;
/* A saver/loader exception!! reinitialize all variables to prevent crash! */
return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR;
}
}
/** Do a save when exiting the game (patch option) _patches.autosave_on_exit */

Loading…
Cancel
Save